Re: [Algorithms] Articulated LOD
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From: Jason H. <jas...@di...> - 2007-05-31 19:27:36
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You've just asked for every AAA studio's secret sauce recipe. You're lucky not to be escorted out. :-) Having implemented the tools for an advanced engine, I will admit that there are some non-trivial algorithms to learn, a lot of fiddly and complicated code to write that will have small, niggling bugs for months on end. But the results will blow your mind. There is a huge difference in the level of polish between popping and geomorphing between successive PM meshes. I'd caution against continuous PM because there are lighting artifacts that change continuously as the model changes, even when morphing collapses, and you lose performance because you can't really tune the triangle list for maximum vertex cache hits. Doing dynamic joint LOD is not hard once you have a mechanism in place for generating mesh LODs, but getting maximum benefit requires integration into both the animation system and geometry tool pipeline. But if you don't also consider up front how geometry LOD, joint LOD, and shader LOD all fit together, you'll have heartburn. In the end, I'd suggest that unless you have a couple of years to do the work, hire somebody who has done it before, or license someone else's tech. Because the technology that makes sense actually varies with the platform, it could be quite hard to make a great cross-platform engine. Regards, JH Matt J wrote: > How do modern and semi-modern games handle articulated (bone/skin > models) level of detail? To be more specific, you have a high polygon > skinned mesh and you want dynamically reduce it and have a new > skeleton map on the new mesh. > > |